Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.

Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.

An air elemental prefers to attack flying or otherwise airbone targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.

Elemental

Height

Weight

Whirlwind/Vortex Save DC

Whirlwind/Vortex Height

Small

4 ft.

1 lb.

12

10–20 ft.

Medium

8 ft.

2 lbs.

14

10–30 ft.

Large

16 ft.

4 lbs.

18

10–40 ft.

Huge

32 ft.

8 lbs.

22

10–50 ft.

Greater

36 ft.

10 lbs.

23

10–60 ft.

Elder

40 ft.

12 lbs.

27

10–60 ft.

Elemental, Earth

This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.

Earth Elemental

Languages Terran

Ecology

Environment any (Plane of Earth)

Organization solitary, pair, or gang (3–8)

Treasure none

Special Abilities

Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill.

When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body.

Elemental, Fire

This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.

Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).

Fire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.

Elemental

Height

Weight

Small

4 ft.

1 lb.

Medium

8 ft.

2 lbs.

Large

16 ft.

4 lbs.

Huge

32 ft.

8 lbs.

Greater

36 ft.

10 lbs.

Elder

40 ft.

12 lbs.

Elemental, Water

This translucent creature's shape shifts between a spinning column of water and a crashing wave.

Water Elemental

Languages Aquan

Ecology

Environment any (Plane of Water)

Organization solitary, pair, or gang (3–8)

Treasure none

Special Abilities

Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

Vortex (Su) A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.

As with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave "arms" to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.